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I use my own object and shader. This pair should only use UVW-Mapping. So, within my object, I grab a pointer to the texture tag, and want to set the projection to uvw....
GePrint( "textag " + LongToString( ptagdata->GetLong( TEXTURETAG_PROJECTION ) ) );
ptagdata->SetLong( TEXTURETAG_PROJECTION, TEXTURETAG_PROJECTION_UVW );
GePrint( "textag " + LongToString( ptagdata->GetLong( TEXTURETAG_PROJECTION ) ) );
Before, the projection is set to 0, after it is set to 6. This value is kept, if I run to that lines later, I also read 6 before the setting line. So, the new value should be sucessfully written into the tags container. But if I look at the attributes of the tag in the manager, the projection is still set to the original value, and when I start rendering, also the original value is used......is it impossible, or is there a way to do it? The user would have to set the projection to uvw MANUALLY for each object, thats not too nice.

THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 12/02/2004 at 23:12, xxxxxxxx wrote:

Found something strange....when I take a cinema basematerial and drop it onto my object, then the texture tag is set to uvw-mapping by default. If I use my own shader and drop it on my object, then spherical projection is set by default. This depends on the material I use, but not on the kind of object. So somehow it has to deal with or even can set by the material/shader. But how?